
Jack_Attack
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JackAttack064
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JackAttack064
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Gaming and coding
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We have milk molars that upgrade player stats and mega milk molars that upgrade item stack size. Super milk molars would be associated with one time upgrades. The super molars would have to be really rare like only one per super upgrade, and the upgrades would have to be unlocked in order to buy them. With consumptions to limit the use of these huge upgrades Possible Super upgrades: Remote Survey: Description - adds the ability to select resource remotely instead of having to go to a station every time. Unlock - by using the resource survey a set number of times Consumption - Similar to the resource scanner, only has a limited amount of charges per day Accessories Upgrade: Description - adds another slot to your accessories which gives you the ability to have 2 active trinkets. Unlock - finding all of the ominent badges. Consumption - if you add the tier of both trinkets, it cannot exceed 4. Example: you can have two tier 2 trinkets or one tier 3 and one tier 1, cannot have a tier 3 and tier 2 or two tier 3s. 9th Hotbar slot: Description - adds a 9th hotbar slot to all three hotbar. Giving more slots for quick access. For console, have it in the middle of the radial or a secondary button press while holding tool button to select 9th slot. Unlock - pick up a file some where or receive after completing some event. Consumption - no consumption as this is relatively tame. There are a lot of options here: add a new row of slots to inventory, add a 5th preset mutation combination, increase radius of chest detection for crafting and building, ect.
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New elemental weapon (of some sort)
Jack_Attack replied to MemeLordMcGee97's topic in Grounded: Feedback & Suggestions
Like the mint mace? That is a two handed, hammer like, elemental weapon. Thou, I think it pairs with the club mutation rather than the hammer mutation. Maybe they should make it a hammer weapon instead sense it looks more hammerish and there is already the salt morningstar for the clubs. -
Trinket Medallion / Parachute Slot
Jack_Attack replied to PlasmamanJr's topic in Grounded: Feedback & Suggestions
Same way mega milk molars increase your inventory by increasing stack size, wouldn't it be better to add a mega milk upgrade that increase your accessory slots from one to two. It would have to be fairly expensive as it is a one time purchase. And similar to how Minecraft doesn't allow certain combinations of enchantments on items, maybe make certain trinkets incompatible if said combination is deemed too op. -
Good idea! Though completely nulling all damage taken from any height is a bit much. A significant percent reduction to fall damage might be a better approach. Seeing as there is mutations and buffs already in the game that decrease fall damage by a set percentage. It might be easier for devs to simply add a structure that briefly applies one of these existing effect to players that land on it.
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Into the house Update ideas?
Jack_Attack replied to DerpyLeafeon's topic in Grounded: Feedback & Suggestions
That would be cool, like opposite of the sand box or grill where you have a chilly meter. I also saw another post where they said something about adding an ant farm that fell out of a window with exotic ants. An ant farm would be great for a tier 4 ant indoors. Exotic insects indoors under the premise as pets for the kids or study subjects by Wendel could help expand what insects obsidian uses. -
Into the house Update ideas?
Jack_Attack replied to DerpyLeafeon's topic in Grounded: Feedback & Suggestions
The best part is they don't have to do the entire house if that's too big of a project. They can keep it down to one room with shut doors keeping you from exploring the rest of the house. Maybe open some up when they expand the house to new rooms with new resources. And they don't even have to load the yard client side while the player is inside to save on processing, they can if they want to but keeping it separate seems like a better idea. -
Salt based weapons and update
Jack_Attack replied to gascannon's topic in Grounded: Feedback & Suggestions
I too have asked for a salt staff before. Lots of people have suggested different ideas for it, but I think the reason it is left out is because it isn't a candy like the other three. Same reason it's not a glue recipe, there is no sugar in it to make it sticky. -
Return Upgrade Materials
Jack_Attack replied to John Stoner's topic in Grounded: Feedback & Suggestions
They aren't, you unlock a recipe towards the end of the game where you can craft whetstones from ox horns and plates from ladybird parts. -
I think they intended it for people who play on saves beyond the main story play through, but I agree. It would be nice for people who want to focus on the story to have a quality of life upgrade half way through their play through. And it doesn't have to be the full blown refrigerator either if it's too op for mid-game, make a smaller more basic one available mid-game instead.
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I like the vertical lift idea. But for the power why not use ants. They are the definition of strength in the insect world with their lift 5x their body weight or whatever, and they already interact with food. Why not have a winch building like a hamster wheel that you put a tamed ant in, and then supply the winch building with donut chunks to power it via carrot on a stick method. Every once in awhile the ant will get the donut chunk so you would have to continuously supply the build to 'power' it.
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Some Bug plus some suggestions
Jack_Attack replied to Kuro_8's topic in Grounded: Feedback & Suggestions
Is getting the 'Reliable Friend' mutation apart of some achievement. I'm a solo player as well, so I never needed that mutation while playing. I would also like to get all the achievements too so if that mutation is apart of an achievement then a way for solo players to get it would be nice. If it doesn't effect any achievements though, then I don't really see the point. -
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I might photoshop the other tier ideas if I have time.
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I get that lil-fist was used a little too much on bosses and needed to be nerfed, but nerfing every aspect of it now makes it useless. It's so weak, I can't ever see a reason to use it. Punching does less damage so it takes longer for it to do meaningful attack damage, and the reset upon taken damage makes it near impossible to get the hit counter high enough for meaningful attack damage. One of these changes alone is a significant set back to lil-fist users, but both! It already receives a full reset after you are no longer being targeted, why does it need another full reset to worry about. Wouldn't it have been better to attack the source of the problem and made bosses resistant to lil-fist or punching. But I digress. First Idea: Change the new counter system; 3 approaches here. Instead of a full reset to the hit counter, why not have the count lose a set number per attack received. Every time I receive a hit, my hit counter decrease by ten. Have the decrement proportional to the damage received. The harder I get hit, the more my hit counter tanks. That way a player doesn't have to constantly have to fight to keep their hit counter alive by perfectly blocking every attack around them. Instead it would be more about trying to maintain a high hit count throughout the fight. Don't decrement or reset the hit counter at all during the fight, but instead have a limit on how high the hit counter can get and have it increase with each level of lil-fist. Like a max of 20, 40, 60 for each level of lil-fist. Second Idea: Gauntlets; Change nothing about the new lil-fist balancing and instead add something new. A problem with lil-fist is that it can't be scaled like other attack specific mutations can through the different tiers of the game. Take chopper for example: there is a tier 1, 2, and 3 axe, so as you fight stronger insects there is stronger axes to pair with chopper. Now what if chopper only applied to the tier 1 axe, making it mildly useful against weaker insects but useless against stronger opponents. Lil-fist doesn't have a specific weapon to scale through the tiers of the game with, that's kind of the point. Gauntlets could change that. They don't take away from the over-all scheme of lil-fist, it's still punching, and it gives the ability to hot-swap between punching and and another attack method. Make it a two-handed weapon, and give it boxing like animations. The different tier idea: Tier 1: Plant fiber wrist wrap. recipe: a couple of fiber bandages, crude rope, and mite fuzz model: plant fiber wrapping around the fist and wrists, similar to how boxers have their hands wrapped, with the crude rope going over the knuckles and red tuffs of mite fuzz sticking out from underneath. rough photoshop of idea Tier 2: Insect gloves. recipe: some berry leather, silk rope, and some tier 2 beetle part. model: black or purple boxing gloves with silk rope around the wrists and beetle parts plating the impact area. Tier 3: Ox Beetle Gauntlets, recipe: two ox beetle horns, lint, pupa leather. model: basically if you use the horns as punching gloves
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Suggested Game Ideas From Fans
Jack_Attack replied to Benjamin North's topic in Grounded: Feedback & Suggestions
I know there are probably tons of suggestions for this but salty wizard staff. I know a popular build is to fill an inventory with javelins and spam throw them. Why not have the salt staff shoot a shard of salt to replace that build. This is late game area after all. And maybe for a charged attack, have the player slam the staff on the ground "you shall not pass" Gandolf style and have salt shards emerge from the ground around the player stabbing enemies before crumpling away. For continuity, why not have a similar charged mint staff attack where instead of a more powerful forward attack, tap the ground for a broader area attack around the player. Would be useful for the mint staff that slows enemies as a get away option when surrounded and overwhelmed by enemies. The direct downside that keeps it from being too OP is that you're open to taking more damage from the insect around you while you wait for the attack to charge.